Echoes of the Tuatha

Area

Foundations

Design Tenets

The north-star phrases. These are the lines that have recurred and earned their keep across the document - the creed to measure new ideas against. Each links back to where it lives in full. If a proposal can't be reconciled with these, it probably doesn't belong.


The spine

A worldview that generates mechanics.

  • No Good vs Evil. No power-scaling. The world is animistic, cyclical, and strictly transactional. (The Thesis)
  • The Law of Cosmic Balance - every gift extracts an equivalent toll. Victory is never clean; it shifts the scale. (The Thesis)
  • Forces, not Foes. The divine cannot be beaten in a combat loop - only appeased, redirected, or endured. (The Thesis and The Core Loop)
  • If a feature doesn't descend from cosmic balance, it probably doesn't belong. (The Thesis)

Death, self, and the slope

  • The real survival resource is not health - it is self. You manage how much self you have left to spend. (Genre & Core Loop and Essence as the Survival Resource)
  • Lose the self, not the strength. Rebirth erodes identity, memory, perception, and relationship - never combat competence. (Death & Rebirth)
  • Rebirth is common, but it always costs you something, and you return diminished. (Death & Rebirth)
  • Every sacrifice grants something as it takes something. No cost is purely subtractive - that is what defeats the optimisation problem. (Death & Rebirth)
  • Wisdom keeps the pen; folly hands it to the fae. Choose your loss and it is tragic but yours; act the fool and the fae choose for you. (Death & Rebirth)
  • The ledger never zeroes; the slope always tilts, gently, downward. (Death & Rebirth and The Liminal Debt System)
  • The sapling is a threat, not the expected ending. The dread of it disincentivises careless death; most players never reach it. (Essence as the Survival Resource)

The core loop

  • Negotiating passage through a world that wants you back. Predators, weather, terrain, and slighted fae are one reclaiming force wearing four faces. (The Core Loop)
  • Every survival pressure should also be a bargaining opportunity. (The Core Loop)
  • Your build is who you are bound to, not a stat sheet. Progression is horizontal and spiritual. (The Core Loop and Class & Lineage)

Perception and deception

  • The two registers are the mechanic. The mundane and spirit-sight looks are the delivery system for the perception-mirror, not decoration. (The Sacrifice Menu and Art Direction)
  • The player is fooled alongside their soul. You see only what the character perceives. (The Sacrifice Menu)
  • Deception detectable by inference, never by sight. Fairness is preserved by knowing choice and catchable breadcrumbs. (The Sacrifice Menu)
  • Grit as essence - the player watches themselves wear thin. The look degrades as the soul thins. (Art Direction)

Bargaining and others

  • Costs stay qualitative and situational - they read as tragedy, not arithmetic. Avoid numeric drains players just budget around. (The Fae Bargaining Matrix)
  • Death is cheap; essence is the real stakes. Every multiplayer mode runs on the essence economy, not on kills. (Multiplayer)
  • You don't kill a rival, you spend them. (Multiplayer)
  • Friendship is the willingness to bear each other's costs. (Multiplayer)

Class and patron

  • Class is the way you see the world, and the bond you start already carrying. (Class & Lineage)
  • A class changes what you perceive and can ask for, not the size of the damage number. (Class & Lineage)
  • A hero class is the right to begin as who you became. Earned patronage, carried into a future life - it redefines, it does not merely upgrade. (Class & Lineage)

Narrative

  • The world is the memory-keeper, not the protagonist. The story lives in NPCs, the land, debts, tokens, and songs - because the hero forgets. (The Broken Wheel)
  • Forgetting is the mercy; you are the soul it was denied. (The Broken Wheel)
  • The wound is unsellable. Everything else about the self can be spent; the founding grief cannot, because nothing wants it. (The Broken Wheel)
  • You remember because the character is cursed to. The roguelite's retained knowledge is canon. (The Broken Wheel)
  • Catharsis, not despair. Every ending must land as release, however bittersweet. (The Broken Wheel)

Production

  • NPR is cheap on the GPU but expensive in discipline. Budget for a real art bible, not just a clever shader. (Art Direction)

The Thesis (what makes this game *this* game)

Most concepts at this stage are a setting plus a wishlist. This one has a worldview that generates mechanics, which is the rare and valuable part. Everything below descends from a single idea and should keep doing so.

  • No Good vs Evil. No power-scaling. The player lives inside an animistic, cyclical, strictly transactional Celtic worldview.
  • The Law of Cosmic Balance - every gift extracts an equivalent toll. Victory is never clean; it shifts the scale.
  • Forces, not Foes - the divine (the Morrigan, Lugh, the Dagda) cannot be beaten in a combat loop. They are forces to appease, redirect, or endure.
  • Geas and Taboo - binding vows are both character traits and progression. Violation triggers systemic breakdown of luck and standing.

Design rule of thumb: if a proposed feature doesn't descend from cosmic balance, it probably doesn't belong.

Genre & Core Loop

  • RPG with a roguelite twist. Story- and narrative-driven, with an open-world feel.
  • The roguelite spine is the death-rebirth cycle (Death & Rebirth), which makes permanent death thematically true rather than a fail state.
  • The real survival resource is not health - it is self. (See Essence as the Survival Resource. This is the load-bearing idea.)

The Core Loop - A Life in the World

Expands Genre & Core Loop. This is the moment-to-moment layer the rest of the design has been waiting on - what you actually do in the ten minutes before you die.


The thesis of play

You are not conquering the world. You are negotiating passage through a world that wants you back.

Predators, weather, treacherous terrain, and slighted fae are not separate enemy types scattered across an arena - they are the same reclaiming force wearing four faces. Nature would happily take your essence back into itself, and combat is only the loudest of the ways it tries. This is the Law of Cosmic Balance (The Thesis) at survival scale, and it sets up the sapling terminus (Essence as the Survival Resource) perfectly: when the world finally wins, you don't "lose" - you take root in it.

Design rule of thumb: every survival pressure should also be a bargaining opportunity. The world threatens; an entity offers relief; the offer carries a toll. Pressure feeds the economy.

Combat is significant - and early, it is survival

Combat is a real, central loop, not a side activity. But early in a life it is strictly for survival: you are journeying with purpose through a world actively trying to reclaim you, not clearing rooms for loot. The weighting is toward tension, lethality, preparation, and avoidance - closer to survival-soulslike than power fantasy. A wolf pack is a genuine threat. Warding, fire, iron, stealth, deterrence, and choosing not to fight matter as much as the swing of a blade.

Progression is horizontal and spiritual - never a bigger number

This reconciles the loop with the "no power-scaling" rule (The Thesis) and the promise that rebirth never erodes combat competence (Death & Rebirth). You do not get statistically stronger. You get:

  • Gear and warding materials (iron, fire, charms, appropriate clothing).
  • Knowledge of a creature's or spirit's nature - its weakness, its taboo, what wards it.
  • Techniques earned through play.
  • Entity alignments - the deepest layer.

Your build is who you are bound to, not a stat sheet. That keeps combat developing across a life and across lives without ever triggering the death-spiral the design fears.

The divine: unwinnable, not unkillable

The gods (the Morrigan, Lugh, the Dagda) are forces, not foes (The Thesis). Fighting them early is not forbidden - it is unwise, because it is not a fight you can win in your current state. They are not strictly immortal, but:

  • Defeating one is extraordinarily difficult, especially early.
  • You will likely need the favour of another entity to even attempt it - divine combat as a proxy war between forces, with you as the borrowed instrument.
  • Victory never removes them for good. A force cannot be killed, only banished - wounding one shifts the regional balance for a while, then it reforms.

(Open thread: how is "you cannot win this yet" communicated diegetically, without a level number floating over a god's head? Likely candidates - Raven's Sight, The Morrigan's Favor, showing your own death-timeline if you attack; the world recoiling; the perception registers, The Sacrifice Menu.)

The pressures of a life

Predators & the bestiary (clan-dependent). What hunts you depends on your tribe and biome (Starting Tribes & Biomes): wolves, crows, the humble-but-ferocious honey badger, lesser Fae folk, ghosts and spirits, and beings of animated natural elements - the list runs long by design. The bestiary deliberately spans the mundane (real, fierce animals) and the spiritual (spirits, elementals, glamoured fae), which feeds the perception split (The Sacrifice Menu): some creatures are only fully readable with physical sight, some only with spirit sight. What you can perceive determines what you can survive.

Weather (the metronome). Exposure is a system, not flavour. Caught underdressed during a winter moon, a player can freeze to death in the marshland - or at minimum have combat ability blunted by the cold. Heat inverts it: heavy clothing slowly leaches stamina. This makes clothing a real loadout decision with no dominant answer, and every pressure here is counterable by aligning with the right entity (a forge spirit for warmth, an aquatic fae for cold endurance). Tie severity to the festival wheel (Camera & Expansion) so the world has a seasonal pulse - Samhain bringing both more danger and better bargains as the Otherworld draws near.

Terrain & trickery. The land itself bites. Step into a fae garden and be cursed and crippled. Slight a trickster and walk off a cliff face it has concealed from you - a death that is the perception system (The Sacrifice Menu) turned lethal. The world's hostility is often earned, a consequence of how you've treated its powers.

Iron as a seam worth mining

Iron wards the fae (the Corani's ancestral vulnerability, Starting Tribes & Biomes, cuts both ways) - but it may offend nature spirits. So the material you kill with carries a spiritual cost: iron buys safety from glamour while marking you to the wild. Cosmic balance living inside the combat verb itself.

A typical life

You travel toward a destination to achieve an objective - but, tellingly, the purpose you're pursuing isn't necessarily why you first ventured out. Purpose can drift, be replaced, or be forgotten across deaths and sacrifices, which ties straight into the identity-erosion horror of Death & Rebirth ("I don't remember why I started"). The Ledger (The Liminal Debt System) could track a remembered purpose that mutates as the self thins - objectives themselves becoming a casualty of rebirth.

Death is many things - and the cause should matter

Death comes in many forms and from many causes: frozen in the marsh, cursed by a fae garden, walked off a trickster's hidden cliff, or bargained wrong with a being too powerful to cross. The strong proposal: how you die should shape how you arrive in the Liminal Space (The Liminal Debt System) and the rebirth bargain that follows. Die as a trickster's victim and you arrive owing - or owed by - that trickster. Die of exposure and the entities who trade in warmth hold the stronger hand. This closes a feedback loop between the survival layer and the metaphysical layer: death stops being a uniform reset and becomes narratively causal.

Open threads from this section

  • Diegetic tells for "unwinnable yet" - how does the world communicate overwhelming power without UI numbers?
  • Does carrying survival debt (cold, injury, curse) feed the essence-erosion arc (Essence as the Survival Resource), or stay separate?
  • How granular is the death-cause → rebirth-context mapping - a handful of categories, or fully bespoke?
  • Combat feel: confirm the lethal/avoidance-weighted tone vs. a more empowered baseline.